@Enevhar Aldarion there has always been an intermittent lag issue. Lately it's been almost constant and often only can be fixed by reloading.
At least that lag issue isn't an outright bug blown off long term, like flags that disappear or change to the wrong color if one has other activity on Chapter or Storyline Questgivers.
The present FA badges menu is far less bad than the old dual Questgivers, and cycles with no reject verify, in contrast with adjacent regular QG'ers with them. Two side by side menu sets with different modes of operation was such great UI/UX design.... And players who suggested changing that were abused by then active CM staff and other players, while it took pressure to reduce the fraudulent mobile parity claims over around 2 years for it to become a project priority to redesign that mess.
Speaking of time issues, what would it take for Inno to mandate a pre-employment test that staff are capable of using clocks in the context of a global game, and didn't learn from incompetent EU Parliament mess-makers (if anyone's followed their fiasco and double talk over Summer Time laws for member countries)? That's a set of problems seen in different cases from copy/paste errors by CM's, and whoever in coding and project managers and QC, who in cases of clear errors scramble CET vs CEST, but in a bigger picture, treat a mostly non-German player base as if local time in Hamburg and not a UTC time base is proper for the world.
When before the current FA Inno sent a notice for a change with specific start and end times, I initially thought some cluster of staff deserved our thanks for posting that long standing player request. However, when I noticed it said CET despite EU Summer Time being in effect, I became quickly suspicious that staff again screwed up on details important to a time-centric game, over skills I was teaching to my nieces at the kindergarten level and before.
Ideally staff would have clear info in game and in support resources to spell out what time epochs and issues are adopted, including daily resets that seem to move around as staff lose track of their coding or management standards (for stuff done around midnight-0100-0200 Hamburg time), the times that vary per server or other basis (eg, decay), that start at defaults but shift if players use time spells (eg, MA crafting), or others. There could be clear statements as to use of EU time changes and why that and not just a UTC base are used, and warnings given the USA player base size, how that offsets from US DST by 1-3 weeks typically twice a year, with suitable disclaimers that relate that to UTC since many other locales are present, and some places don't follow DST or Summer time shifts even in regions that generally do.
There have to be enough layers of staff in tech roles, management, and support, that basic errors I can spot as obvious before an event, and discuss in private servers many big FS's or groups of leadership players are on outside Inno systems, as well as share a heads up to my FS in game chat and its broken designs, that there's no way such wrong facts can go out without being seen and ignored by several sets of eyes. Likewise when certain daily epochs have shifted at EU time changes, or not, and changed daily epochs between 1800-1900 or 1900-2000-2100 Eastern US local times, to end up after both are on or off standard vs Summer/Daylight times an hour different than before. Some eras of staff seem less bad about that than others, but the mere process of publishing clear and specific info for ALL epochs and variable resets for players, might help staff focus and clean up erratic, reckless game operations?
Time is a complex set of issues, when we consider science, technology, business, law, and society, and then how they're all a global village with connections that take milliseconds, but GIS references working in fractional nanoseconds. It's obvious Inno's servers on Artfiles server farms follow NTP fairly well, and don't need the level of precision Italian physicists proved they were incompetent in when forced to withdraw research claiming a photon exchange with CERN faster than "C" several years ago. A little forthright disclosure and clarity of what core parameters Elvenar is designed to use could help back and front end staff do better work, and players to understand game quirks.
As to that old Marindor claim Soggy raised, there's an ongoing set of human issues without quite that level of precise standards. What balance exists between favoring players who do well paying attention to game details, versus overloading players with abusive levels of time or focus demands, increasing exponentially if we have big cities or serve as volunteer educators and leaders as AM's, such that poor game design details treat us more like kicked dogs than valued players and leaders? How does that help or avoidably stress players with time limits or other daily life demands, and who often try to rush through resets or pickups before work, before sleep, and around jobs, family, small businesses of their own, or in recent years, many home schooling kids unexpectedly (a cause for some FS's to lose good players given presumptuously demanding game design)?